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Dev Diary #13 - The Lunar Orbit Station - Part II

[p]Welcome to the thirteenth Dev Diary entry of 'Space Station Designer'. In the previous entry, we covered some of the details behind the Lunar Orbit station, including information about its location at the Earth-Moon Lagrange Point (L1), its associated orbit control and attitude control rules, and the type of resupply spacecraft available. In this second entry, we'll wrap up the overview of this station by delving into some other aspects, including manufacturing, space tourism, research and Industrial R&D, and the connection between the station and the Lunar Space Elevator Megaproject.
[/p][h3]Manufacturing of Refined Helium-3[/h3][p]The Lunar Orbit  station has specialized manufacturing modules that can produce 'Refined Helium-3' or 'He-3', which is a rare, light, non-radioactive isotope of helium that carries the solar wind. Since the Moon has no atmosphere and a very weak magnetic field, the constant bombardment of solar wind throughout millions of years has embedded a significant of this isotope in the lunar soil.[/p][p]Helium-3 is very valuable, as it currently has practical applications in Cryogenics and Quantum Technologies. More specifically, it's already used in small amounts for providing ultra-low-temperature cooling (dilution refrigerators for superconducting circuits, quantum computers, etc). Moreover, this isotope could one day be the key to cleaner energy with much less radioactive waste if the technology behind fusion power becomes mature enough.[/p][p][/p][p]The 'He-3' manufacturing modules come in three variants: Small, Medium, and Large. Similar to other manufacturing modules, they feature a range of electricity/heat dissipation requirements, so it's important to decide which variant is the most suitable for our station.[/p][p][/p][h3]Space tourism[/h3][p]The Lunar Orbit station can accommodate space tourists, which provides another revenue stream. Before being able to install space tourism modules in Lunar Orbit though, we'll need to execute a specialized 'Continuous Improvement Program' (CIP) in the 'Space Tourism Facility', which will also enable us to install them in GSO.[/p][p]Note that currently the mechanics for space tourism in the Lunar Orbit station are the same as in LEO and GSO. However, given the uniqueness of its location, we're planning to increase the rewards provided by space tours in Lunar Orbit in future versions of the game.[/p][p][/p][h3]Research and Industrial R&D[/h3][p]The acquisition of the 'Station in Lunar Orbit' research technology comes with a series of modules that are exclusive to this station. Since they allow us to conduct research that is not possible in Earth orbit, these modules provide a nominally higher throughput.[/p][p]Just like it happens with the Earth orbit stations, research modules in Lunar Orbit only produce Research Points when they have an astronaut assigned to them. Since bringing astronauts to the Lunar Orbit station is quite expensive and requires the use of specialized spacecraft, we'll need to take into account the number and type of deployed research modules when planning the layout of our station.[/p][p]Note that the 'Station in Lunar Orbit' research technology is close to the end of the research tree, and it's a pre-requisite for the 'Industrial R&D Lunar Orbit' technology, which unlocks three new modules.[/p][p]These modules generate 'Industrial R&D Lunar Orbit' points, which is one of the four types of Industrial R&D points available throughout the game. Having the ability to generate these types of points will allow us to accept some very lucrative contracts. These types of points also play an important role in the development of the Lunar Space Elevator Megaproject.[/p][h3][/h3][p][/p][h3]Construction platform for the Lunar Space Elevator[/h3][p]Lastly, one of the main reasons for establishing a presence in Lunar Orbit is because this station is the platform for launching the construction of the Lunar Space Elevator Megaproject (LSE), which is the ultimate goal of the game. We'll be covering the details behind the LSE in upcoming Dev Diaries entries. For the time being, here's a sneak peek of the various modules required in Lunar Orbit (there's more in GSO, more details in future entries).[/p][p][/p][h3]Coming Up Next[/h3][p]This blog post concludes the two-part series that covers the details behind the 'Lunar Orbit' station. In the next Dev Diary entry, we'll start another two-part series, where we'll discuss some of the references we used throughout the development of 'Space Station Designer'.[/p][p]Don't forget that we're currently running a closed beta for the game (more information here). Last week we released another update (version 0.5.72), which includes updated versions of all 26 interactive tutorials, along with several gameplay additions and Quality of Life (QoL) improvements.[/p][p]We're currently hard at work on the next update, which will feature several QoL improvements and updated content. If you're interested in trying out 'Space Station Designer', please consider applying to the closed beta and help us shape its future.[/p][p]See you in the next Dev Diary![/p][p][/p][p]--Ignacio, Mauricio, and Nicolas (Polar Motion)
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New Update - Space Station Designer v0.5.72

[p]At the end of June we published 'Space Station Designer' version 0.5.60. We have continued making progress since then, and today we're proud to share 'Space Station Designer' version 0.5.72 with all of you. This new version comes with a lot of cool stuff that we're sure you'll enjoy. As usual, this post will cover the main highlights. If you're interested in the full overview, you can always go through our detailed release notes here.[/p][p][/p][h3]Graphics Improvements[/h3][p][/p][p]We continue finding ways to revamp the overall quality of the visuals. As part of this update, we've tweaked the lighting, improved the atmospheric halo around the Earth, tweaked the camera post-processing effects, and completely revamped the details of the Moon.[/p][p][/p][p][/p][p][/p][p][/p][p]In parallel, we continue working on an experimental branch featuring various techniques that we are planning to include in a future update. Once this branch is complete, we'll be able to include a proper "day/night" cycle, a variable orbit inclination, and a more realistic relationship between the orbit of the Earth around the Sun, the orbit of the Moon around the Earth, and the orbits of the various stations around the Earth/Moon. We still need to figure out a few technical issues, but we're hopeful we'll be able to share all this very soon.[/p][p][/p][h3]Revised Interactive Tutorials[/h3][p][/p][p]Back in 2021, we released 'Space Station Designer' version 0.3.6, which included a series of interactive tutorials that introduced the various concepts behind the game as a series of bite-sized lessons. The game has changed significantly since then, and at some point last year we made the decision to temporarily disable these tutorials, as many of them were really outdated and not very enlightening.[/p][p][/p][p]Now that the mechanics behind 'Space Station Designer' are starting to settle, we decided that it was a good time to go through all the tutorials and bring them up to date. The end result is seven tutorial categories: 'Basic Concepts', 'Astronauts', 'Resupply Spacecraft', 'Above and Below the LEO station', 'Currencies', 'Revenue Generation', and 'Station Upkeep', featuring a grand total of 25 tutorials.[/p][p][/p][p]The tutorials can be accessed from the main menu:
[/p][p][/p][p]Each category features its own progress tracker:[/p][p][/p][p][/p][p]And if you don't recall when was the last time you revised a tutorial, you can always reference the date when it was completed:[/p][p][/p][p][/p][p]The tutorials present the information with pop-up dialogs, and many of them feature a series of 'tasks' to complete, which are similar to the 'Campaign Objectives' from the Campaign mode.[/p][p][/p][p][/p][p][/p][p]One piece of feedback we received in the past was the fact that some tutorials required players to repeat a series of steps that they had already done in previous lessons. As part of this revision, we made sure that all tutorials remain focused, and don't ask you to retread the same concepts over and over. Depending on their complexity, completing a tutorial can take anywhere between 3 to 10 minutes.[/p][p][/p][p]The full list of tutorials is as follows:[/p][p][/p][p]Category 1: Basic Concepts[/p][p]I. The User Interface (Phase I)[/p][p]II. Buying & installing modules (Phase I)[/p][p]III. Acquiring Technologies from the Research Tree (Phase I)[/p][p]IV. Cooling & Electricity (Phase I)[/p][p]V. Storage space & waste (Phase I)[/p][p]VI. Orbit Control (Phase I)[/p][p]VII. Attitude Control (Phase I)[/p][p][/p][p]Category 2: Astronauts[/p][p]I. Hiring Astronauts (Phase I)[/p][p]II. Onboarding And Training Astronauts (Phase I)[/p][p]III. Astronauts Autonomy and Morale (Phase I)[/p][p][/p][p]Category 3: Resupply Spacecraft[/p][p]I. Bringing Resupply Spacecraft To The Station (Phase I)[/p][p]II. Dispatching & Transferring Resupply Spacecraft (Phases I & III)[/p][p][/p][p]Category 4: Above and below the LEO station[/p][p]I. Earth Facilities (Phase I)[/p][p]II. Orbital Outposts In Higher Orbits (Phase III)[/p][p][/p][p]Category 5: Currencies[/p][p]I. Research Points (Phase I)[/p][p]II. Public Reputation Points (Phase I)[/p][p]III. Industrial R&D Points (Phase III)[/p][p][/p][p]Category 6: Revenue Generation:[/p][p]I. Production Lines And Goods Manufacturing (Phase I)[/p][p]II. Modules Leasing (Phase II)[/p][p]III. Commercial Services (Phase II)[/p][p]IV. Space Tourism (Phase II)[/p][p]V. Commercializing Industrial R&D Technologies (Phase III)[/p][p][/p][p]Category 7: Station Upkeep[/p][p]I. Maintenance And Modules Failures (Phase I)[/p][p]II. The Debris Avoidance Maneuver (DAM) (Phase I)[/p][p]III. Service Life and MTBF Of Space Station Modules (Phase I)[/p][p][/p][p]Note that the Campaign provides a large range of objectives that progressively introduce you to the various game mechanics. The tutorials aren't meant to be a replacement for these objectives. Instead, they complement them, and they are a great mechanism to learn the nuance of the various mechanics and ensure that the concepts stick.[/p][p][/p][h3]Overhaul of the 'orbit control' system[/h3][p][/p][p]As part of this new update, we made significant changes to the 'orbit control' system. More specifically:[/p]
  • [p]The LEO station needs to be kept at an altitude of 460 km by maintaining an 'orbit control' score equal or greater than 100%. Failing to maintain the minimum score will cause the altitude to drop. If the altitude goes below 160 km, it will burn up on re-entry and the game will end.[/p]
  • [p]The GSO and L2 stations have no need for 'orbit control'.[/p]
  • [p]The Lunar Orbit station also requires 'orbit control'. Unlike the LEO station, the Lunar Orbit station doesn't need to maintain a certain altitude. Instead, the 'orbit control' is used to keep the station fixed at the Earth-Moon Lagrange point 1, or 'L1'. Failing to provide adequate 'orbit control' will cause the Lunar Orbit station to 'drift'.[/p]
[p][/p][p]We'll be providing more details regarding the Lunar Orbit station in the upcoming Dev Diaries #12 and #13.[/p][p][/p][p][/p][p]In addition to all these changes, we introduced some improvements to the way the propulsion-related information is displayed in the spacecraft filters panel, including more descriptive messages, more variety of font colors, and code to ensure that the various 3D widgets are shown in front of the modules. These changes, coupled with the revised interactive tutorial on 'Orbit Control', should make this mechanic a lot easier to understand.[/p][p][/p][p][/p][h3]Conversion of subsystems from turn-based to real-time[/h3][p][/p][p]One of the most noticeable changes in version 0.5.72 is the fact that several subsystems have been converted from turn-based to real-time. In practice, this means that instead of seeing abrupt changes at the end of the month/turn, you'll see smaller incremental changes throughout it.[/p][p][/p][p]These changes include: maintenance trend adjustments, research points and Industrial R&D points generation, supplies consumption/waste generation, and altitude decay (for the LEO station) and distance to L1 drift (for the Lunar orbit station). The game world feels a lot more dynamic after these changes, and we're confident you'll love them![/p][p][/p][h3]Fixes and QoL improvements[/h3][p][/p][p]As part of this update, we're including a series of fixes and Quality of Life (QoL) improvements. Some of the most notable ones include:[/p][p][/p]
  • [p]Fixed the geometry of the 'NEXUS Module' used in the Lunar Space Elevator megaproject.[/p]
  • [p]Fixed the representation of the GSO station in the Global screen. Now the station's rotation speed matches the Earth's.[/p]
  • [p]The filters dialog can now be opened directly using the F keys (e.g., F1 for 'Cooling', F2 for 'Electricity', F3 for 'Orbit Control', etc).[/p]
[p][/p][p]As always, you can find the full list in our public release notes here.[/p][p][/p][p][/p][h3]Closing thoughts[/h3][p][/p][p]We hope you enjoy this new update. We're currently running a closed beta, so if you want to try out all these changes, please consider applying by using the following link. We're specially interested in getting your feedback regarding the newly revised interactive tutorials, so let us know your thoughts.[/p][p][/p][p]As always, we'll be monitoring our Discord server and the forums, so don't hesitate to let us know if you have any feedback or comments.[/p][p][/p][p]--Ignacio, Mauricio, and Nicolas (Polar Motion)[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Dev Diary #12 - The Lunar Orbit Station - Part I

[p]Welcome to the twelfth Dev Diary entry of 'Space Station Designer'. The last two entries covered the two stations available in higher Earth orbits: the GSO station and the L2 station. In this new entry, we're going to start another two-part series with the goal of analyzing the details behind the Lunar Orbit station, including what makes it unique, and how it contributes to the development of the Lunar Space Elevator Megaproject.
[/p][h3]
The Earth-Moon Lagrange Point 1 (L1)[/h3][p]The Lunar Orbit station is located in the Earth-Moon Lagrange Point 1, also known as L1. This point is a location in space situated between the Earth and the Moon where the gravitational forces of both celestial bodies balance out. The L1 point lies approximately 85% of the distance from Earth to the Moon, making it roughly 326,400 km from the Earth's center (the average distance between the Earth and the Moon is 384,400 km).
[/p][p]
At L1, the combined gravitational pull of the Earth and Moon balances the centrifugal force, allowing a spacecraft, or a space station, to "hover" with reduced fuel requirements. L1's location provides several benefits, and makes it a very convenient location for a Lunar Orbit station. Some of these benefits include:[/p]
  • [p]A constant communication link between the Earth and lunar operations.[/p]
  • [p]An ideal location for monitoring solar wind and its effects on Earth's magnetosphere.[/p]
  • [p]A convenient location that is relatively easy to reach from both the Earth and the Moon.[/p]
  • [p]A fixed point above the lunar surface, which makes it ideal for setting up a Space Elevator ;)[/p]
[p]The being said, maintaining a station in L1 comes with a series of challenges, including:[/p]
  • [p]L1 Instability: The L1 point is inherently unstable, which requires  constant thrust or regular small maneuvers to maintain the station at the required position.[/p]
  • [p]Orbital Maintenance: The Moon's elliptical orbit and solar radiation pressure can significantly perturb the station, which makes the station-keeping process more involved.[/p]
  • [p]Radiation: High-energy particles from solar wind and cosmic rays are definitely a concern. These particles increase the need for robust radiation shielding for crew and sensitive equipment, which is reflected in the cost (and mass) of the modules.[/p]
[h3]
Orbit Control and Distance to the L1 point[/h3][p]As mentioned earlier, L1 point is a very unstable point. Because of this, we need to ensure that there's adequate propulsion modules installed in order to maintain a healthy 'orbit control' score. In the LEO station, having an adequate 'orbit control' score ensures that the station maintains an orbit of 460 km around the Earth. In the case of the Lunar Orbit station, having an adequate 'orbit control' score has a slightly different implication. More specifically, the Lunar Orbit station needs to be kept as close to the L1 point as possible.[/p][p]Failure to provide a proper 'orbit control' score will cause the station to start drifting away from L1. If the distance to L1 exceeds a certain threshold (currently set to 20 km), it will have an impact on the Lunar Space Elevator Megaproject. More details about this in an upcoming blog post.
[/p][h3]
Attitude Control[/h3][p]Similar to what happens with the Earth stations (i.e., LEO, GSO, and L2), the Lunar Orbit station can occasionally go through an orbital debris shower, albeit at a much lower rate compared to the LEO station as there are fewer satellites in Lunar Orbit. Because of this, it's still important to ensure that we keep a healthy 'attitude control' score to increase our chances of successfully executing a Debris Avoidance Maneuver (DAM).[/p][h3]Resupply spacecraft[/h3][p]The Lunar Orbit station is located far away from the Earth. Similarly to what happens with the L2 station, it takes a considerable amount of time and propulsion reserves to get there, along with a larger heatshield to withstand the fiery re-entry. For this reason, only a subset of the available resupply spacecraft can make their way to this station.
[/p][h3]
Coming Up Next[/h3][p]This blog post covered some preliminary details of the Lunar Orbit station, which is located in the Earth-Moon Lagrange Point 1 or 'L1', along with the features and capabilities that make it unique. In the next Dev Diary, we'll discuss manufacturing, space tourism, research/Industrial R&D, and how the Lunar Orbit station is the basis for the construction of the Lunar Space Elevator.[/p][p]We're currently running a closed beta for 'Space Station Designer' (more information here). In early September we'll be releasing the next update (version 0.5.70), which will include several gameplay changes and a fully revised set of interactive tutorials.  If you're interested in trying out 'Space Station Designer', please consider applying to the closed beta and help us shape its future.[/p][p]See you in the next Dev Diary!
[/p][p]--Ignacio, Mauricio, and Nicolas (Polar Motion)

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Dev Diary #11 - Stations in Higher Earth Orbits - Part II

[p]Welcome to the eleventh Dev Diary entry of 'Space Station Designer'. In the previous entry, we started a two-part series that covers the two stations available in higher Earth orbits. The previous entry discussed the details behind the station in Geosynchronous Orbit (GSO). In this entry, we'll analyse the station in the Sun-Earth Lagrange Point 2 (L2) and what makes it unique.[/p][p][/p][h3]The Sun-Earth Lagrange Point 2 (L2) Orbit[/h3][p]The Sun-Earth Lagrange Point 2 (L2) is a location in space 1.5 million km behind Earth, as viewed from the Sun. It's a gravitationally stable point where the combined gravitational forces of the Sun and Earth balance the centrifugal force, which allows the station to orbit the Sun in sync with Earth with minimal fuel consumption. Because of this, L2 is an ideal location for space observatories like the James Webb Space Telescope, which require a stable, unobstructed view of deep space. Since a spacecraft in L2 is in a fixed point in space relative to the Earth, it doesn't go through a constant cycle of passing in and out of the Earth's shadow, which simplifies its cooling requirements. In the context of 'Space Station Designer', the L2 station provides an excellent location for conducting scientific research and manufacturing that cannot be done in other orbits.
[/p][p][/p][h3]Altitude, Orbit Control, and Attitude Control[/h3][p]As mentioned earlier, the L2 station operates at an altitude of approximately 1.5M km from the surface of the Earth. At such high altitude, the influence of Earth's atmosphere is nil. Because of this, the L2 station has no need for 'orbit control'. Note that, similar to what happens in the GSO station, the L2 station is still subject to the occasional orbital debris shower. It's important to ensure that we keep a healthy 'attitude control' score to minimize the chances of experiencing damage.
[/p][p][/p][h3]Manufacturing of Organic Scintillators[/h3][p]In addition to being capable of producing the regular commercial goods (i.e., Ceramics, Chemicals, Crystals, Pharmaceuticals, and Fiber Optics), the L2  station has specialized manufacturing modules that can produce 'Organic Scintillators'. These are a type of organic material that provide detectable photons in the visible part of the light spectrum.
[/p][p]Scintillators have practical applications in the development of radiation-detecting equipment (e.g., scanners and equipment used in airports and medical labs), and while they can be created on Earth, exposing them to the type of radiation present in L2 during the manufacturing process gives them unique properties that make them very valuable.
[/p][p][/p][p][/p][p]The 'Organic Scintillators' manufacturing modules can be found in the modules screen and, just like other types of production modules, there are a few variants available with a range of electricity/heat dissipation requirements, and throughput. The largest version offers the best throughput, but it can be quite expensive compared to the small and medium ones, so it's important to weigh our options carefully.
[/p][p][/p][h3]Resupply spacecraft transfers and space tourism[/h3][p]Since the L2 point is located so far away from the Earth, it takes a considerable amount of time and propulsion reserves to get there, along with a larger heatshield to withstand the fiery re-entry. Because of this, only a subset of all available resupply spacecraft can visit the L2 station. And for this reason, space tourism isn't available in the L2 orbit either.[/p][p][/p][p][/p][h3]Coming Up Next[/h3][p]This blog post covered the second type of station available in higher Earth orbit, along with the features and capabilities that make it unique. In the next Dev Diary, we'll be starting a two-part series discussing all the details behind the 'Lunar Orbit' station, which is crucial for the development of the 'Lunar Space Elevator' megaproject.
[/p][p]We're currently running a closed beta for 'Space Station Designer' (more information here). A few weeks ago we released a very large update featuring loads of changes to the visuals, new gameplay elements, and several QoL improvements. We're currently hard at work on the next update, which will include a large number of improvements and a completely revised set of interactive tutorials. If you're interested in trying out 'Space Station Designer', please consider applying to the closed beta and help us shape its future.
[/p][p]See you in the next Dev Diary!
[/p][p]--Ignacio, Mauricio, and Nicolas (Polar Motion)

WISHLIST SPACE STATION DESIGNER
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Dev Diary #10 - Stations in Higher Earth Orbits - Part I

[p]Welcome to the tenth Dev Diary entry of 'Space Station Designer'. In the previous entry, we wrapped up a seven-part series that covered the various mechanics available in the Low Earth Orbit (LEO) station. Beyond LEO, Space Station Designer allows us to establish stations in higher orbits, and even around the Moon. In this article, we'll cover the basics behind the Geosynchronous Orbit (GSO) station.
[/p][h3]The Geosynchronous Orbit (GSO)[/h3][p][/p][p]A Geosynchronous Orbit is a special type of orbit with an orbital period that matches the Earth's rotation. In Space Station Designer, the GSO station is in a circular Geosynchronous Orbit, with a constant altitude of 35,786 km. In practice, this means that the station is always positioned above the same point on Earth.[/p][p][/p][p][/p][p]The relationships among the Earth, the Moon, the LEO station, and the GSO station are shown in the Global Screen (note that the sizes and distances are not to scale, though).[/p][p][/p][p][/p][h3](Lack of) Altitude Control
[/h3][p]The GSO station is located well above the influence of Earth's atmosphere. Despite its location, the station is still technically subjected to forces that can perturb its orbit, such as solar wind, and the gravitational pull from the Moon and the Sun. Since these forces have a relatively low influence, we've decided to remove the need for 'orbit control' maintenance in the GSO station altogether. The GSO station will still be subject to the occasional orbit debris shower and therefore we'll still be required to keep an appropriate 'attitude control' score. 
[/p][p][/p][h3]Carbon Nanotubes and the Lunar Space Elevator
[/h3][p]One of the main points that sets the GSO station apart from the LEO station is its ability to manufacture 'Carbon Nanotubes'. These are tubes made of carbon with a diameter in the nanoscale. For context, a nanometer (nm) is equal to one billionth of a meter, a very small scale indeed!
[/p][p][/p][p]Manufacturing 'Carbon Nanotubes' requires a heavy financial investment: the 'Small' version of the manufacturing module requires ten units of raw materials to produce a single unit of 'Carbon Nanotubes'. The 'Large' version is more efficient in terms of resource usage, but it still requires a considerable investment.[/p][p][/p][p][/p][p]That being said, producing 'Carbon Nanotubes' is more than worth it, as they play a crucial role in the Campaign and Sandbox modes. More specifically, due to their strength and some of their physical properties, they are used as the main ingredient for producing the 'ribbon' attached to the Lunar Space Elevator megaproject featured in the late stages of the game. This 'ribbon' is then transported to the Lunar Orbit station as 'coils' via a 'space tug' spacecraft. We'll be covering the details behind the Lunar Space Elevator at length in future Dev Diaries.[/p][p][/p][p][/p][p]Note that there's also the option of selling the 'Carbon Nanotubes' back on Earth in the Commercial Goods market. This can be very appealing, as 'Carbon Nanotubes' (the 'blue' entries in the graph below) command much higher prices than any of the commercial goods manufactured in LEO, so definitely an option to consider if we're in need of funds and have some units available in storage.[/p][p][/p][p][/p][h3]Transferring resupply spacecraft[/h3][p][/p][p]One of the neat things about establishing stations in higher orbits is that it opens up the possibility of transferring resupply spacecraft between them. This includes not only cargo, but also astronauts.[/p][p][/p][p][/p][p]That being said, not all resupply spacecraft are capable of reaching any given orbit. The specific orbits that can be reached can be found in the resupply spacecraft's information card, as shown in the screenshot below.[/p][p][/p][p][/p][p]Resupply spacecraft transfers can only be made from stations that have a 'Refueling Module' installed. This type of module is relatively expensive and consumes a large amount of electricity, but it can be an appealing investment that will definitely improve the logistics around our network of stations.[/p][p][/p][p]Note that each 'transfer' operation consumes one unit of 'Chemicals', so make sure you have enough units in storage. We can always transfer these 'Chemicals' from other stations, which eliminates the need for establishing a 'Chemicals' production line in every single orbit.[/p][p][/p][p][/p][h3]Coming Up Next[/h3][p][/p][p]This blog post covered the first station available in higher orbits: the GSO station, along with the features and capabilities that make it unique. In the next Dev Diary, we'll be discussing the details behind the station located in the Sun-Earth Lagrange Point 2 (L2) orbit.[/p][p][/p][p]We're currently running a closed beta for 'Space Station Designer' (more information here), and last week we released a very large update featuring loads of changes to the visuals, new gameplay elements, and several QoL improvements. If you're interested in trying out the game, please consider applying to the closed beta and help us shape its future.[/p][p][/p][p]See you in the next Dev Diary![/p][p][/p][p]--Ignacio, Mauricio, and Nicolas (Polar Motion)[/p][p][/p][p]Wishlist Now [dynamiclink][/dynamiclink][/p]